I have a similar issue with Urianger getting knocked out by the extra aoes from the last boss in Malikah's Well. He seems to be the only trust member who struggles to dodge them [doesn't help that he is the healer of the light party.]
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Sure it is for those Jobs you feel the need to level cause of the carrot on the stick at the end of all that but dont want any other human soul to see your performance level on that job.
Mines Bard, Red Mage, and Ninja
Love playing them Aside from Bard but even I know I'm stuck in the Below average range with them.
I have to admit, I was pretty surprised how the Trust system played out, pretty much opposite of my expectations.
As someone who largely quests solo and since 2014 (aside from my original "launch" character), I always get blocked by the need to do dungeons to advance the main quest chain. I think I have now five characters at level 18 or thereabouts, sitting at Sashtasha. So when I first heard of the Trust system, I thought the plan would be to apply that to obsolete and trivial content so that new and newly returning players could still experience the fun of all the expansions without having to deal with the long queue times as a consequence of most of the dedicated players being in the current expansion.
It just does not make sense to me to have Trusts be available for the expansion that is the most populated and where the players are most interested in actually doing the dungeons. And as a consumer, it makes no sense to me to pay more money to bypass content I paid for. Nor does it make sense to say that the hundreds of hours of quest content is less important than the one-time-blocker half-hour instance, which is the tacit statement in preventing someone from playing through the story because of a dungeon. When the story becomes trivial, the dungeons should either be optional or a scenario (Trust) to keep the player moving along and getting more invested so by the time the hit current content, they'll be far more willing to indulge in the dungeoneering.
Trusts should be available for ARR and Heavensward and roll it forward when the next expansion comes out. That would always keep dungeon running necessary for the current expansion and the one prior, which should satisfy the needs of coordinated group content players to ensure players are well versed and well practiced in mechanics, and Trusts end up being a more intriguing Adventurer's Guild scenario while allowing the opportunity for the classic quest experience if wanted(or buy the boost if not). You could even frame the ARR Trusts as your Adventure Guild allies being the ones you go with into the dungeons, and your reward is based on how good you were at doing your role (like a Fate). You could even say you can only do one Trust per class per dungeon, and the successful completion ends up in your "log" (along with the training scenarios). That way someone can't power level to 70 by running Sashasta endlessly as a Trust. You get ONE freebie per class and then you have to run it as a dungeon.
The way you incentivize is that if you do the obsolete dungeons as a Trust, you only get one item designed off the gray "I know how to do basic mechanics" gear set, whereas if you actually do the dungeon, you get the opportunity for the actual gear drops.
In any event, I was really excited for the Trust system, since I am deeply uncomfortable pugging and it came as a pretty large disappointment to find it is only available in the one expansion that doesn't need it at this time.
But they’re all lvl 60, lvl one independent. What’s he point of leveling them and not using them of increasing stats?
Leveling them to 60 and having them either max stats, DPS being lvl 5 offensive, +60% damage for example make dungeons runs much faster when leveling the next job. With the stat boosts being RNG based it took far longer to get all the squadron NPC to max level with the appropriate maxed stats than it’s going to take to level the trust NPCa to max level.
The biggest mistake SE made was giving players a taste of them in the higher level dungeons. Had they just said we have this new trust system, play with heroes from the game, level them up and play higher level dungeons. They could have started them at lvl one and no one would have said a word about the grind.
I just hope they put other heroes in the system like the ones you played the last Stormblood dungeon with. I’d happily level them up as well.
I beleive they did say they plan to expand the Trust later as MSQ progress so it is expect we may get more Trust companions and a readjustment to the Trust menu to better select them as more companions are introduced.
Though they need to fix the leveling grinding since as more characters are introduced the more the Grind will feel heavy on players.
Still as I said before, I believe the best option will be to have Trust level to be more of a Bond/Friendship level thing and not related to their character level. That way players can continue to use Trust for any level MSQ dungeon while still have something to grind for without the feeling it is restricting them from taking part in X or Y content.
Along with the higher the Bond/Friendship level, the more skills and passive Partner Buffs they will have for being in your team when using Trust group for MSQ dungeon content such as at lvl 80 the Trust companion can unlock a Ultimate attack such as Thancred can unlock Lionheart being a 1800 potency attack he uses everytime the Player or Trust Companion use a LB.
I wish later on they add Aymeric as second tank since so far its only 1 option. Either have all trust members lvl up the same time or make their lvling faster. And you dieng doesn't automatically mean failure. They can all revive each other but not you...
I think the trust system is good enough as is. It is no worse than the relic weapons grind from the past, and if you made it through that the trust system should not be too bad for you. Getting them to level 80 earns you some rewards for you putting in the time to level them.
There are some changes to the AI that needs work though. Trusts frequently run into walls to avoid an aoe but since they can't go any further they just stop and eat the attack, and they will not interrupt their spells sometimes and eat an attack. Also I must say they they need to tweak 2 characters in particular for Dohn Mheg as if you bring those 2 at the same time it is going to make you sweat making that DPS check on the boss of the dungeon since they don't cross the gap in time.